1bcacfdcab
Test: No code changes, just ran through clang-format Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
180 lines
6.3 KiB
C++
180 lines
6.3 KiB
C++
/*
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* Copyright (C) 2015 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "renderstate/MeshState.h"
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#include "Program.h"
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namespace android {
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namespace uirenderer {
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MeshState::MeshState()
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: mCurrentIndicesBuffer(0)
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, mCurrentPixelBuffer(0)
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, mCurrentPositionPointer(this)
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, mCurrentPositionStride(0)
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, mCurrentTexCoordsPointer(this)
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, mCurrentTexCoordsStride(0)
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, mTexCoordsArrayEnabled(false)
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, mQuadListIndices(0) {
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glGenBuffers(1, &mUnitQuadBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, mUnitQuadBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(kUnitQuadVertices), kUnitQuadVertices, GL_STATIC_DRAW);
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mCurrentBuffer = mUnitQuadBuffer;
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uint16_t regionIndices[kMaxNumberOfQuads * 6];
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for (uint32_t i = 0; i < kMaxNumberOfQuads; i++) {
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uint16_t quad = i * 4;
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int index = i * 6;
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regionIndices[index] = quad; // top-left
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regionIndices[index + 1] = quad + 1; // top-right
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regionIndices[index + 2] = quad + 2; // bottom-left
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regionIndices[index + 3] = quad + 2; // bottom-left
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regionIndices[index + 4] = quad + 1; // top-right
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regionIndices[index + 5] = quad + 3; // bottom-right
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}
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glGenBuffers(1, &mQuadListIndices);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, mQuadListIndices);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(regionIndices), regionIndices, GL_STATIC_DRAW);
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mCurrentIndicesBuffer = mQuadListIndices;
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// position attribute always enabled
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glEnableVertexAttribArray(Program::kBindingPosition);
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}
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MeshState::~MeshState() {
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glDeleteBuffers(1, &mUnitQuadBuffer);
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mCurrentBuffer = 0;
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glDeleteBuffers(1, &mQuadListIndices);
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mQuadListIndices = 0;
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}
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void MeshState::dump() {
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ALOGD("MeshState VBOs: unitQuad %d, current %d", mUnitQuadBuffer, mCurrentBuffer);
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ALOGD("MeshState IBOs: quadList %d, current %d", mQuadListIndices, mCurrentIndicesBuffer);
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ALOGD("MeshState vertices: vertex data %p, stride %d", mCurrentPositionPointer,
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mCurrentPositionStride);
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ALOGD("MeshState texCoord: data %p, stride %d", mCurrentTexCoordsPointer,
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mCurrentTexCoordsStride);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Buffer Objects
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///////////////////////////////////////////////////////////////////////////////
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void MeshState::bindMeshBuffer(GLuint buffer) {
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if (mCurrentBuffer != buffer) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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mCurrentBuffer = buffer;
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// buffer has changed, so invalidate cached vertex pos/texcoord pointers
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resetVertexPointers();
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}
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}
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void MeshState::unbindMeshBuffer() {
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return bindMeshBuffer(0);
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}
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void MeshState::genOrUpdateMeshBuffer(GLuint* buffer, GLsizeiptr size, const void* data,
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GLenum usage) {
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if (!*buffer) {
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glGenBuffers(1, buffer);
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}
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bindMeshBuffer(*buffer);
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glBufferData(GL_ARRAY_BUFFER, size, data, usage);
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}
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void MeshState::updateMeshBufferSubData(GLuint buffer, GLintptr offset, GLsizeiptr size,
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const void* data) {
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bindMeshBuffer(buffer);
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glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
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}
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void MeshState::deleteMeshBuffer(GLuint buffer) {
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if (buffer == mCurrentBuffer) {
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// GL defines that deleting the currently bound VBO rebinds to 0 (no VBO).
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// Reflect this in our cached value.
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mCurrentBuffer = 0;
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}
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glDeleteBuffers(1, &buffer);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Vertices
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///////////////////////////////////////////////////////////////////////////////
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void MeshState::bindPositionVertexPointer(const GLvoid* vertices, GLsizei stride) {
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// update pos coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
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if (mCurrentBuffer == 0 || vertices != mCurrentPositionPointer ||
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stride != mCurrentPositionStride) {
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glVertexAttribPointer(Program::kBindingPosition, 2, GL_FLOAT, GL_FALSE, stride, vertices);
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mCurrentPositionPointer = vertices;
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mCurrentPositionStride = stride;
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}
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}
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void MeshState::bindTexCoordsVertexPointer(const GLvoid* vertices, GLsizei stride) {
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// update tex coords if !current vbo, since vertices may point into mutable memory (e.g. stack)
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if (mCurrentBuffer == 0 || vertices != mCurrentTexCoordsPointer ||
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stride != mCurrentTexCoordsStride) {
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glVertexAttribPointer(Program::kBindingTexCoords, 2, GL_FLOAT, GL_FALSE, stride, vertices);
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mCurrentTexCoordsPointer = vertices;
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mCurrentTexCoordsStride = stride;
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}
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}
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void MeshState::resetVertexPointers() {
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mCurrentPositionPointer = this;
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mCurrentTexCoordsPointer = this;
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}
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void MeshState::enableTexCoordsVertexArray() {
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if (!mTexCoordsArrayEnabled) {
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glEnableVertexAttribArray(Program::kBindingTexCoords);
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mCurrentTexCoordsPointer = this;
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mTexCoordsArrayEnabled = true;
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}
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}
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void MeshState::disableTexCoordsVertexArray() {
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if (mTexCoordsArrayEnabled) {
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glDisableVertexAttribArray(Program::kBindingTexCoords);
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mTexCoordsArrayEnabled = false;
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// Indices
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///////////////////////////////////////////////////////////////////////////////
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void MeshState::bindIndicesBuffer(const GLuint buffer) {
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if (mCurrentIndicesBuffer != buffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer);
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mCurrentIndicesBuffer = buffer;
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}
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}
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void MeshState::unbindIndicesBuffer() {
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if (mCurrentIndicesBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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mCurrentIndicesBuffer = 0;
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}
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}
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} /* namespace uirenderer */
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} /* namespace android */
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